Ghost Recon Breakpoint: best builds for all four classes

Ghost Recon Breakpoint: best builds for all four classes

There are four classes in Ghost Recon Breakpoint. All of them excel in a particular aspect of the game. Do you want to run and be quiet? Panther. Do you want to make the most noise and act as the group's tank? Aggression. Are you keeping your party members alive? Field doctor. Do you prefer to support your team from afar with a big gun? Scorer. These four classes all do specific things, and to use them well you have a few choices available to you.



Best Builds for All Four Classes in Ghost Recon Breakpoint

Aggression

Charge 1:
Weapons -
Advantages -
  • Guerrilla
  • Don't feel any pain
  • Burst forward

For those who want to get up close and personal with their assault character, the first loadout gives you the variety to deal more damage. You will be relying on your shotgun to initiate most of your encounters. For each enemy you shoot down with your shotgun, the more life you will have, even if you get hit. You'll want to use your assault rifle to clean things up, and you should have enough stamina and movement speed to escape.

Charge 2:
Weapons -
Advantages -
  • Don't feel any pain
  • Cold blood
  • Inspired

The second load is going to focus on your most tankers. You'll get close and take a good majority of the damage so the rest of your team can take out the enemies. Fortunately, if your allies stay close, every time they take out an opponent you regain some health. You'll want to rely on your enemy's attention, but rely on your allies to help take out the smaller ones.



Field doctor

Charge 1:
Weapons -
Advantages -
  • Revivaliste
  • Slim Shadow
  • Burst forward

Your allies may fall in front of you, but you will never be too far away. Not only can you get them back quickly, but you can also get hit multiple times before anyone puts you down. You will also be able to move faster to support your allies. You don't want to focus on doing too much damage. However, your technique prompts you to get killed, so after sending your drone in, waste time fighting.

Charge 2:
Weapons -
Advantages -
  • Drone Hunter
  • Inspired
  • Revivaliste

Stand close to your tank and your other order giver. You can still help gather your allies when they fall like the first generation. However, this one focuses on drones and the bigger ones that come close. You will want another damage dealer to support you because when they remove something you will recover some health. You are not a breeze with this build. You are still in the supporting role, however.


Panthère

Charge 1:
Weapons -
Advantages -
  • Slim Shadow
  • Gunslinger
  • Sixth Sense

You are likely to be the first person to enter a secure area. You will be sweeping everything up close and you will be able to take out safe targets before you fully engage. You want to be quick, quiet, and kill everyone who notices you. When you're ready, you and your party can take out enemies. They'll probably see that they have a lot less support than their side, but they won't know until it's too late and your allies are ready to fight.


Charge 2:
Weapons -
Advantages -
  • Slim Shadow
  • Drone Hunter
  • Hack Sensor

Not all of the scouts ahead that you will encounter Ghost Recon Breakpoint is human. Wolves have a lot of drones working for them and they make it difficult to get into a difficult place. With this version, you will be able to take them out quickly and silently, which will facilitate their eviction. You won't have the ability to improve your handling every time you kill something like the previous version, but it will work best against heavily drone-loaded areas and safer locations.

Tireur d'izard

Charge 1:
Weapons -
Advantages -
  • Ballistic advantage
  • Gunslinger
  • Burst forward

The sniper can use the long range to his advantage. However, sometimes they don't want the strongest sniper rifle. Instead, their choice of DMR speaks to them a lot. The more a player can take out a person with their DMR, without needing to pull the lock or wait to focus on another target, the easier it will be to take out opponents from the cluster. Plus, given the ballistic advantage, they'll increase the range of their DMR to make up for their lack. The number of times they can use the weapon contributes to the weapon's lack of potency.


Charge 2:
Weapons -
Advantages -
  • Thunder roll
  • Drone Hunter
  • Slim Shadow

The second choice relies on the sniper sniper rifle. They will deal more damage to drones on the battlefield, making it much easier to remove them. The alternative is the number of times they can fire the weapon. The submachine gun helps. Additionally, due to the distance they are found, the Slim Shadow should allow them to sneak up on or escape if spotted.



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